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Dev Notes, Fish World Editor Foundation (Part 1.5)

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The node editor is complete. We’ll of course have to build upon the functionality and make modifications as folks use it, but it’s good-to-go and should be easy to extend. I also decided to throw in undo/redo functionality, just for giggles.

Part 1.5 of the node editor is:

  1. adding new nodes to the scene and selecting which entity to attach to the node.
  2. design and implement an easy way to precisely change node particulars. Maybe with a context sensitive pop-up box or something.
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Dev Notes, Fish World Editor Foundation (Part 1)

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The foundation for the Node Editor (or Entity/Object Editor as some call it) is in.  I call it a node editor because it specifically deals with the placement of nodes that may or may not have an Entity (model, light, camera, etc) attached to it. Afterall, an entity is meaningless without a node because without a node the entity could not exist in the scene, hidden or otherwise. A node can exist in the scene without an entity, it’s just that the node is not rendered. It’s a very subtle difference that makes the node more important…therefore a Node Editor.

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Dev Notes, Fish Coding the World Editor

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Work on the World Editor has begun. Woooo!!!! This is fun!

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Dev Notes, Fish db Yumminess!

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Most of the client side db work is about finished….now where did I put those brownies?

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Dev Notes, Fish db Work Continues

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Defining tables and canned SQL statements is so much fun I can hardly stand it.

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Dev Notes, Fish Client Side db is in!

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The client side db class is in.

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